cRPG

cRPG => General Discussion => Topic started by: Jarold on August 08, 2013, 02:18:58 am

Title: NA2
Post by: Jarold on August 08, 2013, 02:18:58 am
I'll let the pictures speak.


(click to show/hide)

(click to show/hide)


Well being a huge die-hard NA2 fan, I've been trying to put my finger on the problem for awhile.  At least a year, maybe longer.  I've played siege in just about every mod available in this game, and CRPG's version used to be the best, imo.  And I honestly think we can get it back, but there are a few factors that need to be addressed.

One.  Toys.
GK_Siege in Native has stolen a vast majority of former NA2 players.  Every time you go there it's packed with near 100 people.  One of the reasons I believe is that they've done a fantastic job of implementing "toys" that make siege... siege.  Catapults, ballistae, fire arrows, boiling oil, traps, sail-able ships, all kinda neat shit.  Now I'm not saying NA2 should copy GK Native, but I do think more toys equals more fun.

Two.  Maps.
This is has already been touched on alot so I'll say very little here.  However, in addition to the problem with overly huge maps already pointed out, one big factor that's a problem in NA2 is 'not enough' maps.  Doing the same maps over and over again gets tiresome.  Hell I'll do a few crappy maps just to break up the boredom of the same repetitive map spam.  There are alot of good maps that have been submitted in the past that I think need to be brought back.  The problem is that very few people upvote a map, but many will downvote.  And that causes decent maps to be kicked out of rotation that some just want to whine about.  Although I do realize there are definitely 'bad maps' that are exactly that as well.

Three.  Multi.
We all play for fun.  But we also play cRPG because of the ability to earn gold, gear, looms, stuff.  I have tested this and retested this, with several different sets of gear.  And the result is always the same.  Battle will render 40k+ gold a night for me easy.  Mostly due to the fact that gear will only break 'maybe' one item at a time, or none, in most rounds.  Siege on the other hand, the rounds usually last longer, causing more chance for items to break.  I constantly see anywhere from 3 - 5 items break PER ROUND.  And that stacked with less Multi strings = alot less gold.  I'm lucky to make 2k - 5k a night in Siege most times.  And sometimes have actually lost money.
My suggestion to fix this is hopefully simple - although not sure how easy it would be to code.  Instead of penalizing the round's losing team by dropping them to x1 automatically, instead only drop 2 Multis.  So for example, "Badass_Duchebag" has a 4x and loses a round.  He goes from 4x down to 2x.  Or from 5x to 3x.  And so on.  Obviously 3x would still burn down to 1x.
I think this could be a huge help in equalizing the money gains of siege to battle.  As well as make people not want to leave just because <insert map> will result in automatic loss.

Four.  Respawn.
This one I'm still not sure about.  Smaller pops do need smaller timers for defense, but I don't know if that can be done.  I read a suggestion earlier about troop count or tickets.  That 'could' work, but you'd need more for attackers most likely, and smaller pops would result in longer battles.  But probably still doable.
My thoughts are though, if we take care of 1, 2, and 3... 4 will take care of itself because pop will be larger.  However, if the majority of the maps are roughly close in size, the devs would be able to easier average out what respawn timer works best (since you can't make the timer different for each individual map).

Personally I'd love to handle map rotation if no one else wants to take it over for NA2.  I do think that someone who loves and cares about NA2, and plays it, should be overseeing that.  If there's someone qualified who has already volunteered, and are active, I definitely think it's time to get them in there and give 'em the ball.


Long live NA2!

/steps off soapbox
Title: Re: NA2
Post by: HappyPhantom on August 08, 2013, 02:19:47 am
This makes me sad.  :cry:
Title: Re: NA2
Post by: Miwiw on August 08, 2013, 02:20:20 am
Do something useful with your time. :D
http://www.multitwitch.tv/dota2ti/dota2ti_hall/dota2ti_pod_1/dota2ti_pod_2/
Title: Re: NA2
Post by: dreadnok on August 08, 2013, 06:33:04 am
I know its awful
Title: Re: NA2
Post by: ArysOakheart on August 08, 2013, 06:39:30 am
I know its awful

You're awful.
Title: Re: NA2
Post by: dreadnok on August 08, 2013, 06:42:39 am
Grow up you pissant peasant
Title: Re: NA2
Post by: betard_lulz on August 08, 2013, 07:04:35 am
You're awful.
#gottem
Title: Re: NA2
Post by: Ditty on August 08, 2013, 08:21:51 am
Looks like Australia to me.
Title: Re: NA2
Post by: UnholyRolyPoly on August 08, 2013, 03:09:47 pm
Could we start getting some double XP weekends on NA2?  How about taking out most of the huge castle maps?  Those might work on EU2 but there is a steady 60-80 people.  Part of the reason NA2 is dead is because you will hit these gigantic castle maps with 30 people on..... it's a win for the defense every single time. 

I think NA2 can be revitalized.  But it needs to start with smaller and simpler maps geared to a smaller player base. 
Title: Re: NA2
Post by: Necrorave on August 08, 2013, 03:12:17 pm
Necrorave chuckles to himself while he thinks of a reference to his sex life.

As his chuckle continues, he begins to whimper, then cry.
Title: Re: NA2
Post by: dontgothere on August 08, 2013, 03:19:43 pm
NA Siegefans have been posting about this issue for something like a year and the response of devs/admins has been half-hearted. An alternate map rotation was proposed and they refused it. It took so long for them to get those bullshit buggy Conquest maps off the server that it killed the last bit of interest people had in NA2. The only way to improve it now is for devs/admins to give control over the map rotation, map approval, and gamemode rules to someone who has a fucking clue.

Remember how much better siege was back when rounds could go into overtime at the flag cap? Remember how the vast majority of siege players posted for months after that, pleading for the old system? Remember when the devs saw they'd made a mistake and gave the players who've kept the mod alive for years what they wanted oh wait actually no

NA gets no love and errbody noe y. Euro bias killin crpg, slow n steady.
Title: Re: NA2
Post by: Fips on August 08, 2013, 04:00:50 pm
We are very aware of this issue, but stuff takes time and most importantly, needs a patch that needs even more time.
Title: Re: NA2
Post by: no_rules_just_play on August 08, 2013, 04:15:32 pm
We are very aware of this issue, but stuff takes time and most importantly, needs a patch that needs even more time.
omg le fips so official
>XDXDXD
Title: Re: NA2
Post by: KingBread on August 08, 2013, 04:16:55 pm
Lol for Fips !
Title: Re: NA2
Post by: Fips on August 08, 2013, 04:23:00 pm
Ah fuck you guys xD
Title: Re: NA2
Post by: Miwiw on August 08, 2013, 04:31:40 pm
We are very aware of this issue, but stuff takes time and most importantly, needs a patch that needs even more time.

Translation:
"I could do smth about this situation, but I play on EU2 and we are fine with our playerbase. Why should I care about NA servers when I do not play there anyway?"

or

"What? Sounds like a time-consuming task. No no."
Title: Re: NA2
Post by: CrazyCracka420 on August 08, 2013, 04:51:42 pm
I'll let the pictures speak.


(click to show/hide)

(click to show/hide)

Good riddance.  Half of the NA1 maps are basically siege maps anyways.  Welcome back to the fold brother.  Stop trying to split the NA community.
Title: Re: NA2
Post by: Fips on August 08, 2013, 05:00:47 pm
Translation:
"I could do smth about this situation, but I play on EU2 and we are fine with our playerbase. Why should I care about NA servers when I do not play there anyway?"

or

"What? Sounds like a time-consuming task. No no."

No, it's simply looking over the maps and getting rid of them from the rotation. But teeth has been absent for some time now and i'm not going to decide on the new cycle all by myself. And the next one will be a manual one, another reason why i'm waiting for teeth.
But there is ALWAYS something either cmp or chadz has to do before any of those updates get ingame. And if chadz or cmp is involved it usually takes time.
Title: Re: NA2
Post by: dynamike on August 08, 2013, 05:30:28 pm
Bring back NA community servers!
Title: Re: NA2
Post by: Memento_Mori on August 08, 2013, 06:35:01 pm
Half of the NA1 maps are basically siege maps anyways.

this is kinda true , and most of those kind of maps play one after the other.
Title: Re: NA2
Post by: KaMiKaZe_JoE on August 08, 2013, 07:09:36 pm
Most of the siege maps are too fucking big. I can't be arsed to spend half the game running around, climbing stairs and jumping over shit to get to the fun stuff.

Pls fix it. Siege is fun, sometimes.
Title: Re: NA2
Post by: Tojo on August 08, 2013, 10:42:22 pm
ITS MY SERVER AND I WANT IT NOW!

imo should make Na2 with timers that balance.with player count
Title: Re: NA2
Post by: Warborn304 on August 08, 2013, 10:48:56 pm
ITS MY SERVER AND I WANT IT NOW!

imo should make Na2 with timers that balance.with player count

visitors can't see pics , please register or login
Title: Re: NA2
Post by: dreadnok on August 09, 2013, 06:19:58 am
visitors can't see pics , please register or login


I love that godamn Eric wareheim
Title: Re: NA2
Post by: dontgothere on August 09, 2013, 09:27:12 am
rage erased before i get banned for it
Title: Re: NA2
Post by: CrazyCracka420 on August 09, 2013, 03:54:57 pm
rage erased before i get banned for it

Spoken like a true pussy who plays on NA2
Title: Re: NA2
Post by: Elindor on August 09, 2013, 04:49:20 pm
Spoken like a true pussy who plays on NA2

Spoken like a true cav.

 :shock:

I play both...so yeah.
Title: Re: NA2
Post by: Phew on August 09, 2013, 07:06:54 pm
The easiest solution would to let NA admins control the NA2 map rotation, and they would mostly pick smaller maps suitable for our low population. Right now, the rotation is controlled by people that don't even play on the server.

The other solution would be the population-based respawn timer idea, but I don't know how difficult that is to implement.

A few nights ago I counted consecutive wins by the attackers; it was over 15 when I stopped counting. Unless the defense team is totally stacked, or the stars align and more than 40 people are playing, it's a near-guaranteed win for attackers.
Title: Re: NA2
Post by: Tojo on August 09, 2013, 07:45:00 pm
A few nights ago I counted consecutive wins by the attackers; it was over 15 when I stopped counting. Unless the defense team is totally stacked, or the stars align and more than 40 people are playing, it's a near-guaranteed win for attackers.

^ This is why I have been GTXing NA2. Get on attacker team and win or waste your time...
Title: Re: NA2
Post by: Lord_Bernie_of_Voodoo on August 09, 2013, 07:47:52 pm
I prefer NA1, but NA 2 is a nice break from all the cav-ranged and crossbowmen who 1 shot you.
Title: Re: NA2
Post by: Tydeus on August 09, 2013, 07:52:16 pm
The easiest solution would to let NA admins control the NA2 map rotation, and they would mostly pick smaller maps suitable for our low population. Right now, the rotation is controlled by people that don't even play on the server.
The position was offered to all NA administrators, no one wanted it.
Title: Re: NA2
Post by: Phew on August 09, 2013, 07:53:33 pm
^ This is why I have been GTXing NA2. Get on attacker team and win or waste your time...

Most people have discovered that your only hope when on defense is to ignore the flag, stand near the top of a ladder, and hope for valor. Which of course only makes it less likely that defense will win.

Valor made a bad situation worse on NA2.
Title: Re: NA2
Post by: Phew on August 09, 2013, 07:59:06 pm
The position was offered to all NA administrators, no one wanted it.

I could have sworn I saw Para complaining that he had all kinds of suggestions for NA2 map rotation, but they wouldn't let him touch it.
Title: Re: NA2
Post by: Elindor on August 09, 2013, 08:10:48 pm
This is why I suggested to Fips (and therefore to Jacko) that we make a separate rotation for NA2 that removes some of the larger maps - I am not sure but I think it is on the table.

It is also why I have suggested a spawn timer for defense that adjusts to population thresholds.

-----

And no, game admins have no control over map rotations....
Except that they can vote to skip to the next map.

The map rotations were set by Jacko/Mustikki and are not set by Fips/Teeth.  However, any changes that are made are reliant on patches in order to go LIVE - so it requires action by chadz or cmp or someone like that.
Title: Re: NA2
Post by: Fips on August 09, 2013, 08:16:47 pm
Small maps have the same balance problems on siege. 30 seconds to spawn as defenders is way too much on small castles when there are like 15v15 people. At least that's what happens on EU. Attackers win anyway. I can think of like 3 maps where defenders actually win with low population and those are the big castles with lots of walking. Fixed conquest might change all of that.

No, teeth and myself are responsible for the rotations, and to update them it needs a server restart.
Title: Re: NA2
Post by: Elindor on August 09, 2013, 08:21:05 pm
Small maps have the same balance problems on siege. 30 seconds to spawn as defenders is way too much on small castles when there are like 15v15 people. At least that's what happens on EU. Attackers win anyway. I can think of like 3 maps where defenders actually win with low population and those are the big castles with lots of walking. Fixed conquest might change all of that.

No, teeth and myself are responsible for the rotations, and to update them it needs a server restart.

I do agree that fixing the small pop defense spawn time is the thing that would have the biggest impact for sure.

As for small maps, they have similar balance issues but with a small pop people get to do more fighting - on the bigger maps its just running around by yourself most of the time.
Title: Re: NA2
Post by: Jacko on August 09, 2013, 08:22:26 pm
What Fips said. Rotation changes requires a server restart, it's adding/updating scenes that requires a patch.
Title: Re: NA2
Post by: Fips on August 09, 2013, 08:30:03 pm
I do agree that fixing the small pop defense spawn time is the thing that would have the biggest impact for sure.

As for small maps, they have similar balance issues but with a small pop people get to do more fighting - on the bigger maps its just running around by yourself most of the time.

Yes i know and i will probably get rid of the big ones for NA, but i just wanted to let you guys know that it will definitely not change the balance issue.
Title: Re: NA2
Post by: Phew on August 09, 2013, 08:32:44 pm
I do agree that fixing the small pop defense spawn time is the thing that would have the biggest impact for sure.

As for small maps, they have similar balance issues but with a small pop people get to do more fighting - on the bigger maps its just running around by yourself most of the time.

Yes, these are two separate issues that conspire to kill NA2:
1. The huge maps are boring with <20 people, so players quit when they come up in the rotation
2. The long defender respawn means that attackers usually win when there are <30 people, so people rage when they spend a few rounds as a defender with x1 and quit

#1 and #2 are related, since a large map usually means defenders spawn miles from the flag (sometimes farther than even the attackers).

There are other annoyances, like maps where the defenders can't even open their own doors to the flag, so they have to watch helplessly through the doors while the flag is captured.
Title: Re: NA2
Post by: CrazyCracka420 on August 09, 2013, 08:44:12 pm
Or you could sally out, come over to NA1, stop playing an inferior game mode with less players, and stop splitting up the already very small NA community.
Title: Re: NA2
Post by: Phew on August 09, 2013, 08:47:34 pm
Or you could sally out, come over to NA1, stop playing an inferior game mode with less players, and stop splitting up the already very small NA community.

After like 10 gens avoiding battle, I hopped over for a couple rounds a few months ago, just to see what I've been missing. Several players had found a "hole" on that map, and used it to delay. Everyone just got couched/shot while trying to pursue them through the "hole".
I haven't been back since. 

"Battle: The game mode for people that want to spend as little time as possible actually fighting."
Title: Re: NA2
Post by: Tojo on August 09, 2013, 08:53:28 pm
Or you could sally out, come over to NA1, stop playing an inferior game mode with less players, and stop splitting up the already very small NA community.
na1 has like 80+ players every night. Siege fluctuatesbut has maybe 35-40 players at primetime.
also the noobs come to na2 so they can play more without waiting for a new round.
the thing is cracka, we love(d) playing siege with castles and respawn so i dont have to alt tab everytime i die. It used to be great and i could keep my multi for a couple rounds even on defense. Now its attackers or bust.
Title: Re: NA2
Post by: Canuck on August 09, 2013, 08:54:44 pm
I wouldn't exactly blame others for "splitting up the community" when they enjoy a different game mode than you do Huseby. I've been playing battle more than siege since that conquest update and I have to say that I generally had more fun on siege. Lots of the guys who I used to see almost exclusively in NA2 have either just stopped playing or are only coming on at peak population times. It sucks. Making people play battle won't make them enjoy it.
Title: Re: NA2
Post by: CrazyCracka420 on August 09, 2013, 08:59:59 pm
Well for me it's disappointing when I see NA1 has 75 players, and NA2 has 25 players.  When we could instead be fighting with 100 players in the same server.  Especially considering the Siege game mode has been terrible for at least a couple years (even with ladders it was terrible, mainly due to the maps, which is the same problem it suffers from now).

I don't like playing a game mode where one side is winning the round 90% of the time (maps are always one sided where there's a clear advantage for either the attackers or defenders).   At least in battle, you have a semblance of balance in the maps and can get on some very long x5's (if you get some lucky valor).
Title: Re: NA2
Post by: Fips on August 09, 2013, 09:04:41 pm
Well, obviously you guys have been doing siege wrong then for a very long time, even when it was populated enough. EU siege has a very good balance since i started playing cRPG, except for the newest maps that still need reworking, which is always the case. Balanced maps on first version is almost impossible to do on siege. Battle is much easier when it comes to balance.
Title: Re: NA2
Post by: Phew on August 09, 2013, 09:07:39 pm
Well, obviously you guys have been doing siege wrong then for a very long time, even when it was populated enough. EU siege has a very good balance since i started playing cRPG, except for the newest maps that still need reworking, which is always the case. Balanced maps on first version is almost impossible to do on siege. Battle is much easier when it comes to balance.

In the rare cases NA2 is populated, most maps are balanced and it's awesome.

The problem is, in the pre-primetime period when there are 15ish people on, attackers win every round. So those people keep quitting so the population never grows to where it should be.

Defender respawn time scaling with population would singlehandedly resurrect NA2.
Title: Re: NA2
Post by: Elindor on August 09, 2013, 09:14:00 pm
Honestly, I find battle with over 80 players to just be a swarm fest where very little skilled combat goes on until the last 5 people on either team.

If we say an average night has 85 people in NA1 and 25 in NA2 (110 total), I'd love to see 10-20 go from battle to siege and have NA1 be at 65-75 and NA2 be at 35-45

There is enough to share....

Also, both game modes have their pros/cons...and I like each at different times...but one good thing about siege is the increased amount of "in combat" time. 
I also, being unbiased remind you, find I get in more 1v1 intense fights in siege than I do in battle where it often tends to just turn into mobs.

In addition, I've played battle enough lately to know that battle balance is just as bad as sieges....and unfortunately battle does not rebalance each round, so if it does a bad job balancing at round 2, it just keeps those teams until the end of the map...most often with the same result over and over.

--------------

Anyhow this is about NA2, not battle vs siege :)
Title: Re: NA2
Post by: Fips on August 09, 2013, 09:16:06 pm
When conquest should ever be fixed every single map would need a special NA version to get it going, and that's a hell of a lot work. IF it ever gets fixed. =/
I don't know if it's possible to change the respawn timer just for NA2 with the normal mode.


Also, this "siege is for noobs" mentality is the biggest bullcrap =P
Title: Re: NA2
Post by: Elindor on August 09, 2013, 09:19:38 pm
Also, this "siege is for noobs" mentality is the biggest bullcrap =P

^ This.

Some nights on siege the roster will be filled with people like Mori, Redarrows, Jaich, Jarate, Sauce, Smithy, Voester (and other Remnant), Rustyspoons, Onimaho, etc etc...and it is far from full of "noobs"

Unfortunately I partly blame that incorrect impression on NA2's lack of population...the NA sentiment that "siege is for noobs"

I actually find it easier to go kill some noobs in battle than in siege these days...
Title: Re: NA2
Post by: CrazyCracka420 on August 09, 2013, 09:21:54 pm
I said the same thing about the pussies who played on the community server.  Playing on a server with 30 people will always make you a pussy when you could be playing in a server with 3 or 4 times your population.  Maybe not a noob however.

I'm selfish, I want all the players in the server I'm playing on.
Title: Re: NA2
Post by: Elindor on August 09, 2013, 09:23:07 pm
^ not sure how that makes pussies.

More population often means less intense man to man combat, and more just mobs on mobs and people getting lucky kills.  More accurate to real life medieval battles probably, but not necessarily more "skilled" or "manly".

And anyhow you are cav and although I respect your opinions on these forums, in this conversation that fact makes you rather biased :)
Title: Re: NA2
Post by: CrazyCracka420 on August 09, 2013, 09:28:21 pm
Extremely biased in fact.  But even when I'm grinding dat gold (as infantry) I enjoy my time more on NA1.  Since there's more people, and you only get one death per round.  I like the "less skilled" mob fighting.  I'd rather have large clashes of infantry fighting 20v20 than have a 5 minute long 1v1 duel.

So I think my point is still valid, just give up on NA2 and play with the rest of the NA community on NA1.
Title: Re: NA2
Post by: Elindor on August 09, 2013, 09:40:46 pm
Lol.

Fair enough.

At least you're not making the "siege is for noobs, battle is for gud playars" statement...in fact you're kinda making the opposite  :wink:
Title: Re: NA2
Post by: Tojo on August 09, 2013, 10:38:05 pm
you can take our multis but you will never take our respawn timers.....FOR SIIIIEEEGE!
Title: Re: NA2
Post by: Canary on August 09, 2013, 11:10:33 pm
Or you could sally out, come over to NA1, stop playing an inferior game mode with less players, and stop splitting up the already very small NA community.

"I've been cavalry for a dozen generations and never play anything else."

Some people enjoy a smaller server, there isn't anything wrong with that.

^ This.

Some nights on siege the roster will be filled with people like Mori, Redarrows, Jaich, Jarate, Sauce, Smithy, Voester (and other Remnant), Rustyspoons, Onimaho, etc etc...and it is far from full of "noobs"

Unfortunately I partly blame that incorrect impression on NA2's lack of population...the NA sentiment that "siege is for noobs"

I actually find it easier to go kill some noobs in battle than in siege these days...

The thing is that a noob is more likely to spend time on a server with such a small amount of people per team without realizing that the game mode's balance is skewed because of it.


For my part, I play better when I'm not rushing towards some location constantly. In battle, it's when I hesitate because I've only got one life per round, and the breaks between if I die keep me from burning out on the game and zoning out. In strat battles, it's when I stick to the team and don't just try to rush flag because FLAG CAP SIEGE BREAK DOORS GO.

In siege, the teams aren't generally united, everyone's spread out and people will trickle into place by design of the game mode. People who don't know better don't get the benefit of being generally in the right place by design. It makes it harder to work with your team because of the spawn system, (plus the fact that it's just a "regular" game mode with nothing beyond multipliers on the line, so you don't tend to have people organizing like you do in strat) and as a team-oriented player that's incredibly frustrating.

I do not begrudge siege players and a different game mode should be a welcome thing, even if I don't personally enjoy it as much as others, the variety is nice.
Title: Re: NA2
Post by: CrazyCracka420 on August 09, 2013, 11:12:12 pm
"I've been cavalry for a dozen generations and never play anything else."

Some people enjoy a smaller server, there isn't anything wrong with that.



Technically 13, but I retired once at level 32 and once at level 33, so I could be gen 16 if I did it right.

But I also have a 3rd gen alt that was a xbow/2h user and then a pure 2h user.

Even if I was always infantry I'd want to play with as many people as possible.  And yes, there is something wrong with having a different opinion than me.   :P
Title: Re: NA2
Post by: Sir_Hans on August 09, 2013, 11:15:57 pm
Devs need to admit they made a mistake and bring back deployable ladders to NA2... Who cares if you get ladder-pulted, quit crying and go back to NA1.

Also, remove auto(banner)balance all-together so teams don't become completely one sided after every round. It's more like auto-unbalance. amirite?


NA2 used to be so great, and now its been turned into complete dogshit, admit it.  :evil:
Title: Re: NA2
Post by: CrazyCracka420 on August 09, 2013, 11:26:18 pm
Same problems when ladders were around, just that the advantage was more in favor of the attackers (since they could just bypass the "balance" barriers put in place on the maps). 
Title: Re: NA2
Post by: dontgothere on August 09, 2013, 11:42:24 pm
Well, obviously you guys have been doing siege wrong

No, you and the devs/admins are the ones doing siege wrong. You say that "you're aware of the situation" "it takes time" "it takes work" - but everything was fine until you lot fucked it up.
You can't do map rotation updates now because it requires a server restart. But you did do map rotation updates that required restarts back when you added in buggy maps that nobody tested, which drove players from siege over the course of like about a year while you did jack shit to fix things.
I'm not talking just about Conquest, I'm talking about numerous siege maps that were just ridiculously bad compared to what was in the rotation before, like that one that spawned eighty percent of defenders on a ledge they had to jump from and die, while all of the map besides the flag zone was buried in impenetrable underwater-type fog effects.
KUTT/Para offered you a fine map rotation a year ago. You had a bug up your ass, you wanted NA players to donate more money I guess before you did anything they wanted, and you didn't take the fix he GAVE you.

Or howabout all the extra work and time that went into "fixing" the overtime "bug"? You could have saved yourselves a lot of effort if you'd just left siege the way it was, which was perfectly fine.

The way that the situation on NA2 is being presented by the badmins is just a total misdirection. Things were grand and then dumbasses stuck their dicks up in it. That's not just what happened in NA2 siege, but what's happened to CRPG in general ever since chadz let other into the dev team.

Whoever has control over map rotation now shouldn't have it.
Whoever has control over balancing the siege game mode shouldn't have it.
Both NA1 AND NA2 were full before this shit happened and it's not just time that's caused the bleed of players.


p.s. free spook island
Title: Re: NA2
Post by: dontgothere on August 10, 2013, 12:10:50 am
Ladders were the good shit. Forget about balance for a second, it's this crazy balancing fetish that's one of the things fucking up the game -- with ladders, siege was just plain more fun, and that's the first thing.
If ladders make it harder to defend then defenders should have a shorter respawn timer, better spawn points, or BEST OF ALL it should take longer to bring the flag down.
All by myself I can bring down a flag in like maybe 20-30 seconds. That's how long it should take two people to do it, if we leave defender respawns the way they are now.
Title: Re: NA2
Post by: Fips on August 10, 2013, 12:17:47 am
visitors can't see pics , please register or login


Other than that gif i'm just going to ignore your post. Oh well, and you can have my -1. Not going to reply in detail to that with madness filled horsecrap.
Title: Re: NA2
Post by: dontgothere on August 10, 2013, 12:23:44 am
not going to fix anything either
Title: Re: NA2
Post by: Fips on August 10, 2013, 12:25:03 am
Okay, if you are really serious about me fixing stuff you can always go to the Scene Editing forum and leave some constructive criticism there. What you just did is not going to help anybody. =)

Edit: I think i'm doing a fine job, servers did not crash yet because of me.
Title: Re: NA2
Post by: dontgothere on August 10, 2013, 12:26:18 am
No, I'm not serious about you fixing stuff, I'm serious about you and the others who are responsible not being the ones who work on this. Go do something else for CRPG, but it's just painfully obvious from all the mistakes and ruination that this isn't what you or the others are suited for.

It's not just that mistakes were made, it's that people gave you solutions and were completely ignored. The feedback was there, the alternatives were there, and the badmins just hid behind an attitude just like you're doing now.
Title: Re: NA2
Post by: Fips on August 10, 2013, 12:27:57 am
So why didn't you apply for the Scene Manager position? You seem like you're the perfect fit for this.


Edit: Okay, i'm done here. I already did too much trashtalking now.
Title: Re: NA2
Post by: dontgothere on August 10, 2013, 12:29:05 am
Because I would hate working with you or the others. You would obviously never let a single decent idea get through. That's not just speculation; it's proved by the last year or so. So long as the people in charge of siege are the same people who fucked up siege and then ignored all the community response, there's no point. You've got lead eardrums, don't listen to a damn thing.
Title: Re: NA2
Post by: Malaclypse on August 10, 2013, 12:36:37 am
Topic: NA2
Most recent poster: dontgothere

Coincidence?
Title: Re: NA2
Post by: dontgothere on August 10, 2013, 12:37:05 am
lol  :cry:
Title: Re: NA2
Post by: dontgothere on August 10, 2013, 12:46:20 am
srslee tho fips, get us back flag contest overtime and i'll cut you a break
Title: Re: NA2
Post by: Fips on August 10, 2013, 12:52:29 am
You probably won't. My guts tell me that you are one of those people that never stop complaining.
Also, most of what you blame on me is either out of my powers or happened long before i became scene manager. Like overtime.
Title: Re: NA2
Post by: dontgothere on August 10, 2013, 01:05:59 am
Incessant complaining does more for progress than staid contentment, but you can look at my post history and see that I was a lot more open to the CRPG devs before the last year of shits got dropped on us NA players.
So you weren't scene manager then but you are now and you still haven't done something about it. If there's really nothing you can do then maybe the fuckups want Scene Managers to be the meatshield between them and the community.
Title: Re: NA2
Post by: Tydeus on August 10, 2013, 01:53:45 am
Incessant complaining does more for progress than staid contentment, but you can look at my post history and see that I was a lot more open to the CRPG devs before the last year of shits got dropped on us NA players.
As an NA player, I find myself utterly confused as to what you might be talking about with this statement. Furthermore, your incessant douchebaggery towards Fips makes my skin crawl. I can understand not liking siege, I certainly don't like it, but neither Fips nor Teeth have anything to do with why siege is bad or why NA2 has found itself without players. Hell, they haven't even been Scene Managers for a full month yet.

At least contribute something before you go bitching like a child.

I could have sworn I saw Para complaining that he had all kinds of suggestions for NA2 map rotation, but they wouldn't let him touch it.
Well Jacko made a thread in the NA Admin section that was up for quite a while and no one said they'd like to take the position. Para, being an admin, has full access to the thread, yet he did say anything. So he's either inactive, or doesn't want the position.
Title: Re: NA2
Post by: Jona on August 10, 2013, 05:27:37 am
So basically, the easiest fix would be to get an NA admin who plays almost exclusively siege (like phew or elindor) on a regular basis, and give them the power "that no one wanted" to change the map rotation to accommodate the current server population. But instead NA got (at least) 2 new admins who exclusively play battle. Thanks. Half of the reason NA2 sucks nowadays is when you do have a higher pop you have plenty of leechers, or people that join just to duel their buddy, etc.


(click to show/hide)
Title: Re: NA2
Post by: Elindor on August 10, 2013, 07:43:58 am
I appreciate your vote of confidence Jona, unfortunately Admins can only vote to change the current map (which could help), they do not have the power to set the map rotation...

That is something that Jacko used to do and now Fips/Teeth do.

I am hopeful that it will improve over time as the new Scene Manager/ Scene Reviewer system gets put into place...but yes, maps need to be looked at to make sure they are not a glitchy mess and if they are they need to be removed or better yet never let into the rotation to begin with.

- I am not sure ladders is a good idea to bring back overall (at least not in its formerly existing form)
- I am sure that overtime was a good thing

---

It's interesting having played a lot of siege, and now a lot of battle...I see roughly the same ratio of teamwork vs no teamwork, roughly the same ratio of "balanced" rounds to "omfg what in GOD's holy name is the balancer doing" rounds, and in all honesty a roughly similar ratio of skilled to unskilled players.  I think many battle players have just formed a long standing bias.  Which is fine....
Title: Re: NA2
Post by: Jacko on August 10, 2013, 01:34:47 pm
NA2 rotation has had the same treatment as EU2 for the past years, with some minor changes sometimes done by shik.

There was indeed a thread where NA players were discussing why it was dying (or being dead rather). That thread was mostly about clan stacking/str crutchers or "bring back ATS maps" (which for most part were horrible). Meanwhile, EU had no problem sustaining and increasing it's population.

Bottom line is, siege map rotation or even maps are not the reason "NA2 is dying", if it were we would see the same happening in EU. Clearly, this is not the case.

dontgothere, you seem frustrated, angry and honestly a bit silly. Calm down.

It's not just that mistakes were made, it's that people gave you solutions and were completely ignored. The feedback was there, the alternatives were there, and the badmins just hid behind an attitude just like you're doing now.

This is a complete and blatant lie. A figment of your imagination I gather. Projecting your frustration with angry posts is not the same as being constructive.

Most post done in a constructive manner in Scene Editing have been answered and Very Often also resulted in a change. I dare say that it's the most progressive part of the dev team when it comes to player input.
Title: Re: NA2
Post by: Phew on August 10, 2013, 01:44:18 pm
So basically, the easiest fix would be to get an NA admin who plays almost exclusively siege (like phew or elindor) on a regular basis, and give them the power "that no one wanted" to change the map rotation to accommodate the current server population.

Elindor made most of the maps that are actually properly-sized for NA, so I can't think of anyone more qualified to control the rotation. I doubt he wants to police griefers/leechers in an admin role though (nor do I), although I could be wrong. The jobs should probably be separate anyway.

Title: Re: NA2
Post by: Jona on August 10, 2013, 04:05:28 pm
Elindor made most of the maps that are actually properly-sized for NA, so I can't think of anyone more qualified to control the rotation. I doubt he wants to police griefers/leechers in an admin role though (nor do I), although I could be wrong. The jobs should probably be separate anyway.

Well they can be separate, but what I really meant to say is give us an NA2 admin already (since every single admin only goes to NA1) so that they can change the map whenever it gets to a bad one (based in population).

NA2 rotation has had the same treatment as EU2 for the past years, with some minor changes sometimes done by shik.

Bottom line is, siege map rotation or even maps are not the reason "NA2 is dying", if it were we would see the same happening in EU. Clearly, this is not the case.

I dont see how EU servers being active proves the maps are okay for NA use. The whole point is that EU has way more players making larger maps okay. NA however has very low population by comparison so larger maps are indeed population killers. Sorry, but just because they work for EU doesnt prove that they are flawless maps that NA should embrace. The entire point of this argument is how NA needs a separate map rotation with a smaller playerbase in mind.
Title: Re: NA2
Post by: Jacko on August 10, 2013, 05:14:40 pm
Well they can be separate, but what I really meant to say is give us an NA2 admin already (since every single admin only goes to NA1) so that they can change the map whenever it gets to a bad one (based in population).

I dont see how EU servers being active proves the maps are okay for NA use. The whole point is that EU has way more players making larger maps okay. NA however has very low population by comparison so larger maps are indeed population killers. Sorry, but just because they work for EU doesnt prove that they are flawless maps that NA should embrace. The entire point of this argument is how NA needs a separate map rotation with a smaller playerbase in mind.


Give you an NA admin already? People 'earn' admin, by being trustworthy enough to handle the responsibilities. If you are up for it, apply in the NA admin thread: http://forum.meleegaming.com/general-discussion/na-servers-game-admins-wanted/60/

There has been several post, in different parts of the forum, for new scene people, EU and NA. Only EU guys responded.

No one has any problem implementing a custom rotation for NA, but it has to come from you guys. Elindor has shown himself willing enough to help, and I'm sure Fips/Teeth and him can work out somethingi if they want to.
Title: Re: NA2
Post by: Tydeus on August 10, 2013, 05:19:42 pm
Things like this are easily done in IRC. Fips is always around so you might try getting in irc and talking there if you're interested in helping with something like this.
Title: Re: NA2
Post by: Jona on August 10, 2013, 06:48:33 pm


Give you an NA2 admin already? People 'earn' admin, by being trustworthy enough to handle the responsibilities. If you are up for it, apply in the NA admin thread: http://forum.meleegaming.com/general-discussion/na-servers-game-admins-wanted/60/

There has been several post, in different parts of the forum, for new scene people, EU and NA. Only EU guys responded.

No one has any problem implementing a custom rotation for NA, but it has to come from you guys. Elindor has shown himself willing enough to help, and I'm sure Fips/Teeth and him can work out somethingi if they want to.

Fixed for you.

We have enough NA admins, imo. But none who play siege primarily. We just got more admins who applied in that recent thread who only play battle. All I am saying is we could really use someone who is mainly in siege. And I am not asking adminship to be given to myself, either.
Title: Re: NA2
Post by: Elindor on August 10, 2013, 06:58:45 pm
I agree Jacko that the map rotation (being the same between EU and NA) is not the catalyst that brought NA2 to such average low numbers...the question is whether some maps in that rotation due to their size, etc are now making things worse because NA2 is ALREADY low in pop.  That's all.

Anyhow, yeah I am willing to help construct an NA siege rotation if the devs decide that that is an acceptable and plausible route.
Title: Re: NA2
Post by: Tojo on August 10, 2013, 07:03:48 pm


Give you an NA admin already? People 'earn' admin, by being trustworthy enough to handle the responsibilities. If you are up for it, apply in the NA admin thread: http://forum.meleegaming.com/general-discussion/na-servers-game-admins-wanted/60/

There has been several post, in different parts of the forum, for new scene people, EU and NA. Only EU guys responded.

No one has any problem implementing a custom rotation for NA, but it has to come from you guys. Elindor has shown himself willing enough to help, and I'm sure Fips/Teeth and him can work out somethingi if they want to.

Jona i dont agree with your lightning speed axe, but i certainly agree with your stance on NA2  :P

i am pretty active in siege and play almost every night during primetime I applied to be an NA admin (wanting to help with NA2 and Na7) No one contacted me or seemed in the least bit interested in interviewing the people who applied. Why dont you atleast give the poll to change maps, so that even if there is no admin the handful of players on NA2 can change the map to a more suitable one.
Title: Re: NA2
Post by: Canary on August 11, 2013, 05:56:06 am
We have enough NA admins, imo. But none who play siege primarily. We just got more admins who applied in that recent thread who only play battle. All I am saying is we could really use someone who is mainly in siege. And I am not asking adminship to be given to myself, either.

I think the problem isn't just that admins don't play siege, it's that hardly anyone is playing siege, let alone any admins. We have at least two admins who would primarily play in siege already, they've just been inactive or playing elsewhere some of the time because the server has been so empty. It hasn't been completely abandoned by the team; many of us are easily reachable with problems, if you care to contact us about specific people causing trouble at a given moment, and would oblige switching over to spectate the issue.

We're not giving siege-only players admin power on the single basis that they would play on the server.

i am pretty active in siege and play almost every night during primetime I applied to be an NA admin (wanting to help with NA2 and Na7) No one contacted me or seemed in the least bit interested in interviewing the people who applied. Why dont you atleast give the poll to change maps, so that even if there is no admin the handful of players on NA2 can change the map to a more suitable one.

Haven't stopped looking at NA admin candidates, more contact will be given eventually. Still not a guarantee that anyone else will be assigned, though, at least for now. (Right now I believe NA has more total admins than EU does, including the EU players with admin here who never join our servers. Still screwy, even though we also have several inactive admins, because our population is much smaller than EU)


Polls have a lot of issues. People tend to abuse them, which can be particularly bad in the case of low-population servers where a small group of friends can practically guarantee a passing vote. What's worse: a map that has mismatched balance for the small teams or a map poll going up every couple minutes keeping everyone from getting a chance to have a multiplier, assuming the votes keep adding up?
Title: Re: NA2
Post by: Rumblood on August 11, 2013, 06:48:38 am
Admins on NA1 don't have any problem switching over to NA2 to deal with a map or player issue. Several of us also provide our Steam information so that we can be contacted even when not playing and also are willing to login to help out when we are able. Try either option, or of course, hit up irc.
Title: Re: NA2
Post by: partyboy on August 11, 2013, 07:34:00 am
TLDR:   Combine Strategus ticket and spawn system with Siege flags and make it into a Conquest/Domination mode like in Battlefield where the team to not run out of tickets first, with deaths and holding less ground draining tickets, wins.  Use a limited amount of very high quality maps instead of 100+ on battle or siege.  Put the objectives over different terrain so there are forts and cover that need an infantry push, or more open/hilly areas that require support by cav and ranged to capture.  Spawn points rotate with territory captured.  Ultimately create a gamemode that promotes teamwork and objective gameplay so classes perform their roles instead of hunting for kills and preserving their life.

My thought process:

A whine thread about battle servers being crap got me thinking about whats good and bad about cRPG, all the game types, and all the effort the dev team put into Strategus development.  I'm starting to see a big gap in the potential of cRPG gameplay between what we are now so used to in Battle and Siege, compared to the innovation the dev team is capable of with things like Rageball and Strategus.  I wrote a few posts and I am basically just going to copy them here but I wanted to describe how I see a "conquest" type gamemode for cRPG that people are starting to wish for, accomplished by drawing from the best of all the modes available in cRPG for an experience that sounds, at least to me, like it would be the best thing to happen to cRPG.


A fully realized conquest/domination type game mode, that is fast, functional, rewards infantry play and encourages even pubbies to do teamwork, and has really good maps.. not 110 shit generic maps like battle, just 5-6 GOOD maps designed for the mode, even only 2-3 to start..

Would be the best thing for this game in the past year, would be tremendously more entertaining then any strat gimmicks, and could be a flagship gametype for a future MELEEGAMING.COM entry into the donkeycrew's game catalogue.

I wouldn't want to see a single respawn either.  Just ape Battlefield's conquest a lot.  Teams get tickets and losing ground or lives ticks them away.  What's so shitty about battle as an infantry player is you can man up and charge to take ground that is being contested then just die to pikes, a cav couch, headshot, or whatever.  If you want to get points stay alive and not die to ranged or cav instantly you need to honestly play like a pussy more often then not, even if being an over aggressive dude can have moments of hilarity/great success too.

The metagame I always honed in my mind when I was a strat commander, most of which never really work that well because even strat just is glorified team death match.. is the idea of map control.  Occuping territory with infantry.  Using ranged to facilitate movement of infantry players.  Cav threaten the routes infantry must take to get from points a-b-c or can be a mobile force like jeeps in battlefield to threaten rear spawns.  Strat NEVER plays like this though.  Its boring.  Its just TDM, regardless of map or setting.

Just making really interesting maps for this mode, with you know A B C points, and spawns turn to these points if you control them and maybe a few others around it that you set like Strat battles.  Maybe mini castles around the points and stuff like that.  You could also use the reworked town maps for the big Strat battles that I only got to play a couple times ever, and some of the towns that i saw the UIF take are too great of maps to be wasted in Strategus.

I imagine a few flags like in Siege across the map, on places like top of hills or in the middle of ruins or keeps.. just places that are fun to fight on.  Like the map Field by the River, probably the best native map.  People naturally gravitate towards the set of ruins on one side of the river.  Places of interest like this would have the Siege flags on them, and capping it will reduce a gradual drain of tickets on top of the drain you get from deaths.  So like a Strat battle, but with more fluidity and another layer of depth in a give and take of land, instead of solely being about grinding out a TDM count of lives.

Strat battles have the set spawn system built into them already, so you could just slap a couple of these around the siege flags, and if none selected just randomly select a siege flag that your team owns to be a spawn.

Basically I feel like this mode could be created by using assets that all already exist in cRPG.  You guys have created some awesome gameplay possiblities in Strategus, that the community often look forward to instead of mindless siege or battle server gameplay, and you know how often people bitch about maps and cav and it being unfair and everything for pick up and play sessions.

So I think it would be very forward minded for the dev team to consider porting some of the best features of Strat into a more accessible game mode, because Strat battles are rare, are full of bullshit drama and bugs, require effort and scheduling.. but have ultimately some of the most teamwork focused gameplay and inspired design compared to the port of native warband modes that just ape counter-strike and stuff.

You guys tried out that Stronghold or whatever mode a while ago that I think was basically too confusing and not focused enough on what I think all of us agree is the best part of Warband/cRPG:  Charging with a bunch of bros in a shield wall with pikes and whatnot, archers shooting away at each other, fighting over concise objectives.  Moments of gameplay where you feel like two armies fighting for something.  Not having to run and chase the last few alive archers across hilly generic map village map #3 for the last 2 minutes of a round, every other round.  Or being couched at spawn and sitting out for 6 minutes.

Siege gives you a basic objective and frees up the stress from a single life, kiting and cav, and keeps up a sustained level of intensity that is very fun to play for short gaming sessions.  This is why "bads" go on siege:  casual type players, who this mod honestly drive away in flocks, probably like this kind of gaming much better instead of the counter-strike ONE LIFE MAD CAV OPEN FIELDS GOOD LUCK BRO mode.  But Siege is full of shit maps, cav can't do anything, it just feels half assed.

Now if you can get that kind of objective based, fun, fast paced Siege gameplay on maps that represent the most balanced and fun experiences in Strat or Battle servers, you'd have something really great.  Some of those reworked town maps that we only got to see at the end of Strat 3.0 when UIF were taking them.. those were some amazing maps!  And would be perfect for a game type like this, instead of only getting to play them 3 times a year.

That's a lot of damned words I know but I combined my posts so people could have a place to talk about a game type like this instead of being buried in shit threads of people simply saying cav is OP.  I dunno, seems like it would be pretty fun to me!
Title: Re: NA2
Post by: Wraist on August 12, 2013, 04:28:01 am
So this is a pretty odd, but relevant question. If I'm on defense and a teammate is trying to open the gate for no good reason, and there is no mod around, how should I respond? I saw somebody do this at the beginning of the round where the flag is right next to the gate, and it looked like it was going to happen again, so I kicked and then nudged him [he didn't report]. Poll Kick and Ban were unavailable, and I could easily see myself being kicked from the server if he reported those kicks/nudges [and tking would probably get me banned].
Title: Re: NA2
Post by: Zaren on August 12, 2013, 05:02:53 am
So this is a pretty odd, but relevant question. If I'm on defense and a teammate is trying to open the gate for no good reason, and there is no mod around, how should I respond? I saw somebody do this at the beginning of the round where the flag is right next to the gate, and it looked like it was going to happen again, so I kicked and then nudged him [he didn't report]. Poll Kick and Ban were unavailable, and I could easily see myself being kicked from the server if he reported those kicks/nudges [and tking would probably get me banned].
screenshot/post ban thread
Title: Re: NA2
Post by: Jarold on August 12, 2013, 09:46:37 am
I didn't know this thread would turn into such a big discussion! Yes NA Siege needs to have different treatment compared to EU Siege because of the player amount difference. But that doesn't mean we need extra special treatment or anything. But we all know devs are biased to EU over NA problems.

I personally love all siege maps and will play it with 20 people and have a lot of fun doing it.
Title: Re: NA2
Post by: Jona on August 12, 2013, 09:53:09 am
I think the problem isn't just that admins don't play siege, it's that hardly anyone is playing siege, let alone any admins. We have at least two admins who would primarily play in siege already, they've just been inactive or playing elsewhere some of the time because the server has been so empty. It hasn't been completely abandoned by the team; many of us are easily reachable with problems, if you care to contact us about specific people causing trouble at a given moment, and would oblige switching over to spectate the issue.



I was playing siege earlier, and much to my surprise after populating the server with a few friends the server eventually grew to nearly 30 v 30 at one point. The only admin I was aware of that came into the server during my much too long play time was phantasmal... who showed up for maybe 1 map, so like 20 mins tops. That was it. Other than plenty of leechers, and some minor greifing, there were no problems major problems, per se. But the fact that we easily had 60 players for some time, and no admins were in server was quite unsettling. I was tempted to report one guy who was opening the gate (as a defender) and standing on top of ballistas so that friendlies couldnt use them, but that would require me going into irc and poking every admin idling in there until I found one who was around, and then they would have to hop on the server, and by then the whole thing would have been over and whoop-dee-doo at best the troll gets a warning. I understand that with such a small community we can't expect an admin to be on every server at any time, but this is getting just a little annoying. Not to mention that the final nail in siege's coffin today was a huuuge map when the population got down to lower (15 v 15, or 10 v 10) numbers. If an admin were able to switch to a smaller scaled map, siege could have been alive longer. And the longer its alive, the more people will flock to it.


We're not giving siege-only players admin power on the single basis that they would play on the server.

While I completely understand that if someone has a resume stating "I am in siege 24/7 and I never sleep or go afk" that would by no means qualify them for adminship, yet it should still be factor in your decisions for new candidates. If you have two guys who are pretty active, well-respected players, but only 1 admin slot to fill, it should go to whoever plays more siege at this point.  Not to mention that at this point, the most likely outcome for misbehaving in siege is someone posting a ban thread on the forums, where an admin (who wasn't there) would have to download and review the logs and then make a verdict based off of limited information. Sure, that method works, but having an admin on-site would save you from having to review so many ban requests. In all honesty, I would report quite a few things if it weren't such a hassle for everyone involved: I would have to take screenshots and then upload them to some picture sharing site, and then write up a complete description of the incident, remember who was around for witnesses, etc. Then the accused may choose to come in and rage / troll some more. Then an admin would have to read all of it, check the logs, and come up with a suitable punishment.  Just so much work its not even worth it at the end of the day. Then the troll goes unpunished and will only continue to cause trouble.

I didn't know this thread would turn into such a big discussion! Yes NA Siege needs to have different treatment compared to EU Siege because of the player amount difference. But that doesn't mean we need extra special treatment or anything. But we all know devs are biased to EU over NA problems.

I personally love all siege maps and will play it with 20 people and have a lot of fun doing it.

Since we can't expect much of any assistance from the devs in terms of 'special treatment' I think the whole admin thing could really help out. It is something that us NA folks can decide upon too help ourselves.

And its a shame that you missed out today during prime time! It was a blast. Defense won nearly as often as attackers... truly a change from the norm, and one that is more than welcomed!
Title: Re: NA2
Post by: Canuck on August 12, 2013, 10:00:36 am
Jona dude, did you read this?
Admins on NA1 don't have any problem switching over to NA2 to deal with a map or player issue. Several of us also provide our Steam information so that we can be contacted even when not playing and also are willing to login to help out when we are able. Try either option, or of course, hit up irc.

I know that there are problems on siege when there are no admins about but seeing as they've provided a solution why not try giving it a shot, and then if it doesn't work you can make a case about NA2 needing more dedicated administration.

Edit: missed the part where you said you didn't go try and get an admin, so I guess you did read it. I get that it would take too long to catch that particular instance but letting an admin know that siege could use somebody to look after it would help with the leechers
Title: Re: NA2
Post by: Jarold on August 12, 2013, 10:00:51 am
I just recall past experiences with Siege. I have only played a few hours within the past few months, sadly.  :cry:
Title: Re: NA2
Post by: Phew on August 12, 2013, 01:39:01 pm
I was playing siege earlier, and much to my surprise after populating the server with a few friends the server eventually grew to nearly 30 v 30 at one point.

Yeah, it had the same population as battle for the first time in forever last night. It was loads of fun; defenders would actually win, people were using tactics (the new ballistae are awesome for this), and I didn't notice any major griefing/leeching. The server held up OK performance-wise too.
Title: Re: NA2
Post by: Draggon on August 12, 2013, 05:56:23 pm
Well being a huge die-hard NA2 fan, I've been trying to put my finger on the problem for awhile.  At least a year, maybe longer.  I've played siege in just about every mod available in this game, and CRPG's version used to be the best, imo.  And I honestly think we can get it back, but there are a few factors that need to be addressed.

One.  Toys.
GK_Siege in Native has stolen a vast majority of former NA2 players.  Every time you go there it's packed with near 100 people.  One of the reasons I believe is that they've done a fantastic job of implementing "toys" that make siege... siege.  Catapults, ballistae, fire arrows, boiling oil, traps, sail-able ships, all kinda neat shit.  Now I'm not saying NA2 should copy GK Native, but I do think more toys equals more fun.

Two.  Maps.
This is has already been touched on alot so I'll say very little here.  However, in addition to the problem with overly huge maps already pointed out, one big factor that's a problem in NA2 is 'not enough' maps.  Doing the same maps over and over again gets tiresome.  Hell I'll do a few crappy maps just to break up the boredom of the same repetitive map spam.  There are alot of good maps that have been submitted in the past that I think need to be brought back.  The problem is that very few people upvote a map, but many will downvote.  And that causes decent maps to be kicked out of rotation that some just want to whine about.  Although I do realize there are definitely 'bad maps' that are exactly that as well.

Three.  Multi.
We all play for fun.  But we also play cRPG because of the ability to earn gold, gear, looms, stuff.  I have tested this and retested this, with several different sets of gear.  And the result is always the same.  Battle will render 40k+ gold a night for me easy.  Mostly due to the fact that gear will only break 'maybe' one item at a time, or none, in most rounds.  Siege on the other hand, the rounds usually last longer, causing more chance for items to break.  I constantly see anywhere from 3 - 5 items break PER ROUND.  And that stacked with less Multi strings = alot less gold.  I'm lucky to make 2k - 5k a night in Siege most times.  And sometimes have actually lost money.
My suggestion to fix this is hopefully simple - although not sure how easy it would be to code.  Instead of penalizing the round's losing team by dropping them to x1 automatically, instead only drop 2 Multis.  So for example, "Badass_Duchebag" has a 4x and loses a round.  He goes from 4x down to 2x.  Or from 5x to 3x.  And so on.  Obviously 3x would still burn down to 1x.
I think this could be a huge help in equalizing the money gains of siege to battle.  As well as make people not want to leave just because <insert map> will result in automatic loss.

Four.  Respawn.
This one I'm still not sure about.  Smaller pops do need smaller timers for defense, but I don't know if that can be done.  I read a suggestion earlier about troop count or tickets.  That 'could' work, but you'd need more for attackers most likely, and smaller pops would result in longer battles.  But probably still doable.
My thoughts are though, if we take care of 1, 2, and 3... 4 will take care of itself because pop will be larger.  However, if the majority of the maps are roughly close in size, the devs would be able to easier average out what respawn timer works best (since you can't make the timer different for each individual map).

Personally I'd love to handle map rotation if no one else wants to take it over for NA2.  I do think that someone who loves and cares about NA2, and plays it, should be overseeing that.  If there's someone qualified who has already volunteered, and are active, I definitely think it's time to get them in there and give 'em the ball.


Long live NA2!

/steps off soapbox
Title: Re: NA2
Post by: Elindor on August 12, 2013, 06:04:29 pm
Good post Draggon.

As mentioned - I would volunteer to create an alternative rotation for NA2 and have people vote on it.
I don't have TONS of time, but I could act as someone who was speaking up for NA2 to try to revitalize it. 

I play 4 or 5 nights a week for at least an hour or two at a time...and I do about 60% siege and 40% battle right now but if siege was being revitalized and got more numbers back I would probably do more like 70% siege 30% battle.  I do like both :)
Title: Re: NA2
Post by: Phew on August 12, 2013, 06:07:27 pm
Toys.

Maybe the increased population was because of the new ballistae; people were having a blast shooting them, protecting them, "mini-sieging" them, etc. People were laying down spikes to fortify the ballistae, placing siege shields around them; it just created a whole new level of depth to siege.

I still don't even know how to shoot/reload the damn things, but their presence definitely seemed to ratchet up the fun for everyone. I imagine judicious addition of catapults/ladders/battering rams/boiling oil/etc would have a similar effect.
Title: Re: NA2
Post by: CrazyCracka420 on August 12, 2013, 06:08:59 pm
God damnit, how do you unsubscribe from a thread, I don't care about updated posts :(
Title: Re: NA2
Post by: Elindor on August 12, 2013, 06:11:30 pm
Phew, I agree...although I did not see them last night and they will surely need tweaks as we see how they are used , but I think the idea of siege mechanisms is good.

Balista = good idea
Catapults = works like shit in strat, no way it would work better in siege, better avoid this (also not enough time in round)
Boiling oil = probably would work fine (not sure how this would work mechanically)
Falling logs/rocks = also probably would work fine (crushthrough blunt dmg)
BATTERING RAM = I love this idea, break down doors faster

Some of these would change map balances but when a mapper goes into his map to add these elements he should balance for them as necessary while he is in there. 
Title: Re: NA2
Post by: Jarold on August 12, 2013, 06:47:07 pm
I'm putting that post in the OP Draggon!


Phew, I agree...although I did not see them last night and they will surely need tweaks as we see how they are used , but I think the idea of siege mechanisms is good.

Balista = good idea
Catapults = works like shit in strat, no way it would work better in siege, better avoid this (also not enough time in round)
Boiling oil = probably would work fine (not sure how this would work mechanically)
Falling logs/rocks = also probably would work fine (crushthrough blunt dmg)
BATTERING RAM = I love this idea, break down doors faster

Some of these would change map balances but when a mapper goes into his map to add these elements he should balance for them as necessary while he is in there. 

Yeah catapults would just distract from actually getting into the castle and they don't work well.

Boiling oil is annoying because it kills everyone, teammates and enemies instantly. It would be a horrible troll weapon.

Falling object would be cool but i'm not sure if they can be implemented.

Battering ram would be a cool idea since we already have the animation and model in the game files I believe. It could be slow moving to get to the gate that is opened by the winch. I'm not sure if we can get this but a small log with a metal end that two players can pick up and smash a door down with would be cool. It could make them vulnerable and it requires teamwork.
Title: Re: NA2
Post by: Elindor on August 12, 2013, 07:42:42 pm
I agree with all that Jarold.
Title: Re: NA2
Post by: Jona on August 12, 2013, 08:41:17 pm
I always imagined that battering rams would be a great addition. They could work like a siege tower, needed people to push them into place. Then once against a gate, they would require people (ideally 2 people in sync, if at all possible) to hold F to interact with it to pull back the ram, and once it was fully pulled back it would automatically be released and damage the gate. Seems like it could be simple enough to implement, especially if the resources are already in the game's code. The only difficult part would be making it so that 2 or more people have to pull it back in unison, not sure if that can be done at the moment. It would just be silly to have one person be able to operate a battering ram all alone. Granted, one person can move an entire siege tower, so one-man gate destroyers isn't exactly out of the question. I just think it would be cool to have the added teamwork element. Then shielders would also be able to block the operators since they will be stationary right in front of the castle walls, leading to more teamwork once again.

Think of the uruk hai attack on helms deep in the 2nd lotr movie. A mass of shielders defending the all-important battering ram while the defenders threw everything they had at em. Now that would be epic. It would also be cool if defenders could brace the gate from the inside to lessen the damage it took from each blow... but I think that is just asking for too much now.  :wink:

Title: Re: NA2
Post by: Phew on August 12, 2013, 08:53:57 pm
It would also be cool if defenders could brace the gate from the inside to lessen the damage it took from each blow... but I think that is just asking for too much now.  :wink:

It's a fine line between increasing realism with siege engines/etc and turning a PvP game into a PvW(ood) game. If anyone here played Dark Age of Camelot back in the day, sieges in that game were mostly hours of breaking doors. Realistic, but not very fun.

The Ballistae are cool because they are a different way for players to kill each other.
Title: Re: NA2
Post by: Jona on August 12, 2013, 09:42:33 pm
It's a fine line between increasing realism with siege engines/etc and turning a PvP game into a PvW(ood) game. If anyone here played Dark Age of Camelot back in the day, sieges in that game were mostly hours of breaking doors. Realistic, but not very fun.

The Ballistae are cool because they are a different way for players to kill each other.

I agree that knocking down gates for 4 mins out of a 7 min round would really suck. Im just trying to think of more ways for a team to act like a team. I want a TvT game, not PvP! Once again that is just my wishful thinking. It is going to be near impossible to get people to work as a true team, but it would be nice to get close.

For lack of a better example, this is the major difference between the battlefield games and the CoD games. In  battlefield everyone on a team is part of a squad working together to achieve a common goal while CoD is just a bunch of lonewolf heroes killing everyone themselves. In battlefield (I am most familiar with bad company 2) you would be able to spawn on your squadmates, and assist them in flanking the enemies, piloting a vehicle, or taking a command center. Even though you never spoke to each other there was this mutual understanding between players. If you were ready to spawn on a teammate and see him hiding in a house behind the enemy, you wouldnt want to rush out and blow his cover... you would play stealthily like him. It would be neat if somehow siege got more objective points for each team to fight over. We used to have the gatehouse and flag. Now we have the ballistae as well. Next if we can get battering rams that would already have doubled the objective points. What could come next without breaking the balance is beyond me.
Title: Re: NA2
Post by: Tojo on August 12, 2013, 09:45:34 pm
lol phew doesnt need to be on the ballista he wrecks enough face on foot. If ya wanna use the ballista pullback the crank (onback), then either use or arm the ballista they do same thing, tight click toaim the ballista left click.to shoot.


they for sure helped with population. Only thing that bothered me were the random people who didnt know how to operate it kept screwing with my aim.

Ps. I got a double kill with a ballista i want to line up some enemies and see howmany it can kill at once.
Title: Re: NA2
Post by: Jona on August 12, 2013, 09:49:40 pm
lol phew doesnt need to be on the ballista he wrecks enough face on foot.

haha, I really wanna know his build. best way to get valor is OP shielder* in siege... and I think we can all agree phew is OP.

*Not calling shielders OP... just his annoying build :P
Title: Re: NA2
Post by: Phew on August 12, 2013, 10:19:30 pm
haha, I really wanna know his build. best way to get valor is OP shielder* in siege... and I think we can all agree phew is OP.

*Not calling shielders OP... just his annoying build :P

18/21 w/ 5 power throw. I always like the way both Rusty and Turbo played (despite being totally opposite styles), and I couldn't pick which style I liked more. So I copied Rusty's (previous) build+PT with Turbo's gear.

Anyone that has faced me on the duel server can attest that I suck in any kind of 1v1, but I've probably played more siege than anyone else on NA, so I've learned a lot of siege-specific tricks that mask my suckage. One of them is to avoid you on the battlefield  :)


Title: Re: NA2
Post by: Jona on August 12, 2013, 10:38:56 pm
18/21 w/ 5 power throw. I always like the way both Rusty and Turbo played (despite being totally opposite styles), and I couldn't pick which style I liked more. So I copied Rusty's (previous) build+PT with Turbo's gear.

Anyone that has faced me on the duel server can attest that I suck in any kind of 1v1, but I've probably played more siege than anyone else on NA, so I've learned a lot of siege-specific tricks that mask my suckage. One of them is to avoid you on the battlefield  :)

hurray, I finally know how to build my shielder next gen! Also, is your build finished at level 30, 31... or maybe not even until 32 or 33? Since You seem to have 6 IF 6 PS 5 PT 7 shield and... some unknown amount of athletics and WM. Then again you may have less IF and just all +3 armor.
Title: Re: NA2
Post by: Phew on August 12, 2013, 10:41:52 pm
hurray, I finally know how to make my shielder next gen! Aldo, is your build finished at level 30, 31... or maybe not even until 32 or 33? Since You seem to have 6 IF 6 PS 5 PT 7 shield and... some unknown amount of athletics and WM. Then again you may have less IF and just all +3 armor.

Build isn't maxed until 35, I'm just missing the IF now@lvl 33.
Title: Re: NA2
Post by: Jona on August 12, 2013, 10:54:06 pm
Build isn't maxed until 35, I'm just missing the IF now@lvl 33.

[Inset very long whistle here]

Okay then... maybe I shall choose a more modest build for now... in all honesty shielding is just too boring for me. I was hoping to go hybrid thrower to spice it up a bit, but I would want to be useful at lvl 30... no way I would have the kind of patience to get past 31 as a shielder. The highest I've ever gone on my main is only lvl 32, and I actually enjoy that class!
Title: Re: NA2
Post by: Phew on August 12, 2013, 11:31:22 pm
[Inset very long whistle here]

Okay then... maybe I shall choose a more modest build for now... in all honesty shielding is just too boring for me. I was hoping to go hybrid thrower to spice it up a bit, but I would want to be useful at lvl 30... no way I would have the kind of patience to get past 31 as a shielder. The highest I've ever gone on my main is only lvl 32, and I actually enjoy that class!

18/18 with 5PT is a great lvl 30 hybrid thrower build, just have to forgo ironflesh (most hybrid builds have to forgo ironflesh until really high level anyway).
Title: Re: NA2
Post by: Jarold on August 12, 2013, 11:40:18 pm
Since we are talking about shielder builds....

Next gen I might try 21/15 shielder with 5 power throw but I think I might not have enough wpf to split between my 1h and throwing because I would like to keep my 1h over 100.

I'm just wondering how you feel about 6 ps because I use a Nordic war sword which has 31c and I usually have 7 ps. 6 ps seems fine with your build phew because from your picture you seem to have a battle axe but my sword might not work so well.
Title: Re: NA2
Post by: Jona on August 13, 2013, 12:06:10 am
Since we are talking about shielder builds....

Next gen I might try 21/15 shielder with 5 power throw but I think I might not have enough wpf to split between my 1h and throwing because I would like to keep my 1h over 100.

I'm just wondering how you feel about 6 ps because I use a Nordic war sword which has 31c and I usually have 7 ps. 6 ps seems fine with your build phew because from your picture you seem to have a battle axe but my sword might not work so well.

I have limited experience (2 gens) as a shielder, but I feel that 7 PS is kind of what you need unless you have a +3 hard-hitting sword. First gen i was 18-18, this gen I am 21-15. While I miss the extra speed, I definitely feel like I can dish out some damage this time around. However, with an axe it might all be very different. I have only used the broad one handed for a short while, and it definitely has a lot more cutting power than any nordic sword. However the axe is harder to use with only 5 athletics since it is so short by comparison.

So basically, if you want to feel useless against tincans, 6 PS is okay. If you want to feel like you might be doing damage to tincans, 7 PS is preferable. One time in siege, I literally got so bored of beating up some tincan 2h who couldnt block that I just walked away and fought other guys. Had already hit him roughly 12 times, with nearly half of those glancing. Then again, with the tweaked animations 1handers pretty much got buffed so it might be more tolerable to use less PS.
Title: Re: NA2
Post by: rustyspoon on August 13, 2013, 01:55:42 am
Since we are talking about shielder builds....

Next gen I might try 21/15 shielder with 5 power throw but I think I might not have enough wpf to split between my 1h and throwing because I would like to keep my 1h over 100.

I'm just wondering how you feel about 6 ps because I use a Nordic war sword which has 31c and I usually have 7 ps. 6 ps seems fine with your build phew because from your picture you seem to have a battle axe but my sword might not work so well.

I've used 6 PS as a 1-hander for a long, long, time. PS scales terribly with 1-handers in general due to low initial damage. To really do damage as a 1-hander, it's all about abusing speed bonus and held attacks.

One of my alts has 5 PS and an unloomed short Espada and I have no problems damaging people with him.
Title: Re: NA2
Post by: dontgothere on August 13, 2013, 02:01:54 am
As an NA player, I find myself utterly confused...

Tydeus is confused about people who don't like the way CRPG has gone. Big surprise! Great job as admin, btw. I'm sure you'll be one for a long, long time.
Title: Re: NA2
Post by: San on August 13, 2013, 02:16:24 am
I feel that you need a +3 1h sword, but you should do fine with 6PS and 33+ cut without feeling overly weak. Also, the tweaked animations makes it much easier to put in a full speed right swing, which deals tons of damage with good athletics.

Rusty is correct. The damage difference isn't really all too different without going to the extremes, but the amount of damage taken is quite noticeable. Bulk + good damage without needing the speed bonus is simpler, but higher athletics can run away and switch from target to target much quicker. You can also carry a blunt/pierce weapon sidearm, and most of them work just fine at +0.

My current strategy with an agility build is to get such high athletics, that I can wear even more armor (7.5 weight = 3agi+1ath) and still remain fast. Due to the way armor works, the higher soak combined with moving towards the end of my opponent's swings allows me to survive a good number of attacks. Arrows also do much less damage, not so much for bolts, though. Running head first into a held swing would of course obliterate me, however, so caution is one of the elements there.


About NA2, I just think that it needs a lot of minor adjustments. I dislike having to deal with low health when defending. I don't like the random spawns that could save or curse your team. I doubt gimmicks will work; there needs to be additions that really adds depth to the game mode. Artificial rewards bonuses like 1.5x more exp might also help. At this point, I think NA siege is desperate enough to be a little more experimental/ take some advice from its community.
Title: Re: NA2
Post by: Nightingale on August 13, 2013, 02:54:36 am
I was on there for about 2 hours the other day till the population died off. I know for a fact the day before that Me and Tydeus were on siege. When the population hits about 20 and I notice it I'll join. Like it has been said in this thread, I think the main issue with NA 2 is not enough people play it.
Title: Re: NA2
Post by: dontgothere on August 13, 2013, 02:57:40 am
I think the main issue with NA 2 is not enough people play it.

That's a symptom, not a cause, and the fact that your logic stops at such an early stage in the process of problem-solving is proof that somebody with better decision-making skills has to dig into the mess that is the badmin/dumdev crew and wake some fuckers up for eggs and bac'y.
Title: Re: NA2
Post by: dontgothere on August 13, 2013, 03:12:27 am
I mean holy shit, just look at this thread, the closest anybody ever got to owning-up to their mistakes was when Fips said that they were "aware of problems", and even that's a cop-out. Apart from that, to hear the badmins and devs talk, you'd think they believed every decision they made was perfection. They've never done anything wrong, of course, and if we're upset with the way things are then it's just a case of us not "appreciating them" enough. About the best we can expect is that sometimes they'll "take back" a bad tweak, eventually. When was the last time things worked the other way, and a good idea actually struggled its way up from the community into the game? When did feedback ever matter except in the rare instances it managed to bother a certain number of the devs' European guildmates?

chadz did this mod better in the old days, before all these other too-many-cooks came along and spoiled the soup. I don't get what happened. It's like he recruited people on to get some technical assistance, which they were good at, but then he made the mistake of letting them decide things too. Now the mod is defined by the newbie-devs'/badmins' personal biases and friendships, without any regard for how it started, what its competition is, what the biggest gameplay issues really are, or how the changes being made affect the server populations.

NA2 is dead for the same reason that we have a "nudge attack" but no fix for 1H bugs/balance.
Title: Re: NA2
Post by: Nightingale on August 13, 2013, 04:25:59 am
Here I thought you were a pretty cool guy artie. You insult people that are trying to help, you bitch at the new scene editors as if they have anything to do with what happened to siege, you bitch at admins as if they have any control over what happens to siege. We literally have zero control over where players want to play... unless you suggest we brain wash people and tell them to play siege... we'll get right on that.

I'd like to Apologize to Fips and Teeth for Artie's behavior, please continue trying to help siege. I'd really like to see that server make a come back.

btw Artie, 1h bugs and balance issues were addressed recently *seems to be fixed too.*
Title: Re: NA2
Post by: Jona on August 13, 2013, 05:32:07 am
My current strategy with an agility build is to get such high athletics, that I can wear even more armor (7.5 weight = 3agi+1ath) and still remain fast. Due to the way armor works, the higher soak combined with moving towards the end of my opponent's swings allows me to survive a good number of attacks.

Is that how armor and athletics work? Every 7.5 weight = 3agi + 1 ath (or really just one ath, depending how you look at it)? I've been meaning to find that info out for some time... So wearing ~16.8 weight total armor and having 8 ath would give me an effective ath of 5.76 (+ some agi bonus)? Does weapon weight contribute to this?

By the way, where does someone go to find out that sort of thing? You also mentioned heavy armors and soak... care to point me in the right direction?

Thanks, I've been meaning to find out more about the behind-the-scenes mechanics of the game for a while now. 
Title: Re: NA2
Post by: Vodner on August 13, 2013, 05:48:35 am
By the way, where does someone go to find out that sort of thing? You also mentioned heavy armors and soak... care to point me in the right direction?

Thanks, I've been meaning to find out more about the behind-the-scenes mechanics of the game for a while now.
Damage formula is here (http://forums.taleworlds.com/index.php?topic=168722.0). Soak and reduce multipliers can be found in the cRPG 'module.ini'. Note that the randomness in soak/reduce was removed (or greatly reduced, not sure which) a couple patches ago.
Title: Re: NA2
Post by: AntiBlitz on August 13, 2013, 06:20:57 am
I mean holy shit, just look at this thread, the closest anybody ever got to owning-up to their mistakes was when Fips said that they were "aware of problems", and even that's a cop-out. Apart from that, to hear the badmins and devs talk, you'd think they believed every decision they made was perfection. They've never done anything wrong, of course, and if we're upset with the way things are then it's just a case of us not "appreciating them" enough. About the best we can expect is that sometimes they'll "take back" a bad tweak, eventually. When was the last time things worked the other way, and a good idea actually struggled its way up from the community into the game? When did feedback ever matter except in the rare instances it managed to bother a certain number of the devs' European guildmates?

chadz did this mod better in the old days, before all these other too-many-cooks came along and spoiled the soup. I don't get what happened. It's like he recruited people on to get some technical assistance, which they were good at, but then he made the mistake of letting them decide things too. Now the mod is defined by the newbie-devs'/badmins' personal biases and friendships, without any regard for how it started, what its competition is, what the biggest gameplay issues really are, or how the changes being made affect the server populations.

NA2 is dead for the same reason that we have a "nudge attack" but no fix for 1H bugs/balance.

Welp, its all over now, huge nerf incoming to dedicated thrower builds after that rant.....you blew it.  Next update will be 3.0.5 blame Artymostnerfedthrowerinthelands.
Title: Re: NA2
Post by: Sharpe on August 13, 2013, 06:38:10 am
Masterwork Jarids will cause -1 pierce damage, so helpful it gives back health to the enemy team!
Title: Re: NA2
Post by: Froto_the_Loc on August 13, 2013, 10:15:24 am
I thinks it's because all the devs are trying to speed-date at the pub.
Title: Re: NA2
Post by: Elindor on August 13, 2013, 04:14:21 pm
Funny thing is, NA2 had great pop last night (and I think the one before too)...

Maybe this thread is helping in spite of itself! :)
Title: Re: NA2
Post by: Sharpe on August 13, 2013, 04:42:41 pm
Funny thing is, NA2 had great pop last night (and I think the one before too)...

Maybe this thread is helping in spite of itself! :)

Yeah! I think the server had a constant population of 30-40 people till midnight or 1 in the morning.
Title: Re: NA2
Post by: Tydeus on August 13, 2013, 05:36:08 pm
(click to show/hide)

(click to show/hide)

(click to show/hide)
Will you please stop trying to act like you have all the knowledge and solutions, especially when you can't even follow through with your analysis? It's both a symptom and a cause, to say it's not a cause, is to say that a low population has no affect on whether or not people join the server. Do you always join the server when there are fewer than 5 people on siege? No, you come to battle like most other people, especially in the mornings (Please see the page on Causality (http://en.wikipedia.org/wiki/Causality) if you're still confused). The shit about devs being biased and not doing anything unless it affects their clan members is not only a groundless statement, it should come as absurd to anyone who actually knows one or two things about them.

I go out of my way to ask a lot of people their opinions on various topics and have developed a bad habit of getting into item balance discussions in TS that generally cause the channel to split into two. What's more, I myself do not even like many changes that have come about over the years, this includes recent changes as well. Again, another groundless statement. To get back to the point though, my response was to your statement about 'NA' having to put up with shit, which implies some sort of split between NA and EU. After having convinced cmp to make all the servers 'beta' servers, both EU and NA now deal with the same things. So as stated, it seems absent of any real meaning.

That's a strong case of rose-tinted glasses you have. About a year and a half ago, chadz hosted a build of crpg that was pre-upkeep. He hosted it until its death, which was about 1 month. The website, scene rotation, item stats, everything was the same, except hardly anyone cared to play on it past the first few days. Certainly not all changes are full improvements, but for the most part the vast majority of people in actuality, enjoy what we had at that time over what we had in the early crpg days. As for changes since then, we'd have to hold a test like that again. It's entirely possible that more people prefer what we had then, to what we have now, although something about the old melee turn rates makes me think otherwise.

So I find myself wondering just who exactly you're speaking for. It seems to me that there is only a small group of players that really agree with everything you're saying (and for good reasons, as most of it is complete hogwash). You try to be a Martyr for the community, but it seems more likely that you only represent a small minority. You're portraying feelings of discontent, which is likely what most people would find agreeable, not what you're actually saying.
Title: Re: NA2
Post by: Wraist on August 13, 2013, 07:17:14 pm
Draggon sent me a message that I just read a minute ago, and I completely forgot the contents :|. I agree with most of Draggon's posts, and we played sidge together all the time [I just came back from a year-year and half break], mostly with my cursing and his laughing at me.

Anywho, at low populations, the lack of admins isn't really a big issue, although the server should have some kind of permanent polling option. I only would've wanted an admin once, but that issue got itself resolved. The population levels are close to what they were when I left [I think 40 was an average night, right now it's closer to 30], but I've only been playing again for about a week so meh... I do see the same map over and over again, and missing a couple of the ones I liked that were probably removed for balance. The map pool is getting pretty stale [one night we played map A at night then Map B at night, to Map B during day to Map A during day as the four consecutive maps]

Oh I could also use some more cav friendly maps, would be nice to stab horses in the face in sidge.
Title: Re: NA2
Post by: Phew on August 13, 2013, 07:30:31 pm
In my 4000+ hours of playing NA2, I rarely encountered any issues that required an admin to resolve. Leechers get reported, griefers opening gates/etc on D get poll kicked; the community does a good job of policing itself.

However, the fact that offense wins 90%+ of the time when the population is <30 is the #1 problem facing the server. People get stuck on D for a few rounds in a row and GTX, or they do like I do and just ignore the flag while trying to get valor (which just pisses off everyone that is actually trying to defend the flag). Once the population gets decent (>50), defense starts to win and overall the experience is pretty good.

So the proposed mechanic of decreasing defender respawn timer as a function of population would be a godsend for NA2, since the population would grow a lot faster if defense had a chance during low-pop times. So the only question for the devs is if this change is even possible.
Title: Re: NA2
Post by: Jarold on August 13, 2013, 08:05:40 pm
I think i'm the odd ball here, i'd love to see siege get more populated but i'm just fine with less than 30 atm. ( Maybe it's because of MB banner stack ) But the more the merrier, unless it stops the banner stack steam roll. XD
Title: Re: NA2
Post by: Jona on August 13, 2013, 09:10:02 pm
In my 4000+ hours of playing NA2, I rarely encountered any issues that required an admin to resolve. Leechers get reported, griefers opening gates/etc on D get poll kicked; the community does a good job of policing itself.

However, the fact that offense wins 90%+ of the time when the population is <30 is the #1 problem facing the server. People get stuck on D for a few rounds in a row and GTX, or they do like I do and just ignore the flag while trying to get valor (which just pisses off everyone that is actually trying to defend the flag). Once the population gets decent (>50), defense starts to win and overall the experience is pretty good.

So the proposed mechanic of decreasing defender respawn timer as a function of population would be a godsend for NA2, since the population would grow a lot faster if defense had a chance during low-pop times. So the only question for the devs is if this change is even possible.

4000+ hrs? Holy sheeeeeit. Anyways I second the idea of proportional respawn timers.

I think i'm the odd ball here, i'd love to see siege get more populated but i'm just fine with less than 30 atm. ( Maybe it's because of MB banner stack ) But the more the merrier, unless it stops the banner stack steam roll. XD

I must admit, I love 30 man siege. It allows for one or two players / heroes to make all the difference. However the fact that on defense your only hope for a multi is to yolo charge attacker spawn or camp ladders just aint right. Even if the pop never got past 30, but the respawn timers were tweaked, i could die a happy man.
Title: Re: NA2
Post by: Canary on August 13, 2013, 09:14:48 pm
Is that how armor and athletics work? Every 7.5 weight = 3agi + 1 ath (or really just one ath, depending how you look at it)? I've been meaning to find that info out for some time... So wearing ~16.8 weight total armor and having 8 ath would give me an effective ath of 5.76 (+ some agi bonus)? Does weapon weight contribute to this?

Weapon weight has even more impact than armor weight when it comes to the weapon you're currently holding. While sheathed, weapon weight functions the same as armor weight for runspeed reduction. In your hand, the weight is somehow multiplicative with the length of the weapon, both contributing to how much slower you move.  Link (http://forum.meleegaming.com/beginner's-help-and-guides/game-mechanic-megathread!/msg346946/#msg346946)



Respawn timers being static is a big influence on map balance in general, even when not considering population size. You simply can't make a drastically different scale of map (or one with more chokepoints with doors to break) without the timer causing the balance to be skewed in comparison with other maps in rotation. edit: and the randomness of spawns increase the effect of this problem

It's much harder to balance a siege map than it is a battle map, and almost impossible when considering a variable population size.
Title: Re: NA2
Post by: Phew on August 13, 2013, 09:29:21 pm
4000+ hrs? Holy sheeeeeit.

Maybe it's more like 3000; it was 2600 on Steam when cRPG switched to the launcher. I haven't played a single other game since I discovered cRPG, siege mode. 2.5 years I think? It has flaws, but I haven't found another game that comes close for overall fun.
Title: Re: NA2
Post by: Jarold on August 13, 2013, 10:03:49 pm
Maybe it's more like 3000; it was 2600 on Steam when cRPG switched to the launcher. I haven't played a single other game since I discovered cRPG, siege mode. 2.5 years I think? It has flaws, but I haven't found another game that comes close for overall fun.

I feel ya Phew, I think I have like 3000 hours or something. It would be more if I actually played now a days.
Title: Re: NA2
Post by: Socks on August 13, 2013, 10:06:03 pm
If it gets populated more I might aswell spam x-bow and or archer.. range powr.
Title: Re: NA2
Post by: Jona on August 14, 2013, 05:17:57 am
Weapon weight has even more impact than armor weight when it comes to the weapon you're currently holding. While sheathed, weapon weight functions the same as armor weight for runspeed reduction. In your hand, the weight is somehow multiplicative with the length of the weapon, both contributing to how much slower you move.  Link (http://forum.meleegaming.com/beginner's-help-and-guides/game-mechanic-megathread!/msg346946/#msg346946)




Thanks Canary, that was quite informative.. and a lot to digest.

Maybe it's more like 3000; it was 2600 on Steam when cRPG switched to the launcher. I haven't played a single other game since I discovered cRPG, siege mode. 2.5 years I think? It has flaws, but I haven't found another game that comes close for overall fun.

I really don't want to know how much Ive played crpg. I had only logged 246 hours into steam before the crpg launcher came out. And that is including a decent amount of time spent conquering calradia in single player. I can only imagine the scarily-high number that it would show now had the launcher never come out. And like you, most of my time would probably be in siege. But I have definitely spent time elsewhere, so unlike you I am probably only in siege at most 60% of the time I am playing. DTV is where its at when siege is down ;)


I feel ya Phew, I think I have like 3000 hours or something. It would be more if I actually played now a days.


Dude, just stop trying to improve the game by modding textures and being a forum warrior and spend all that time PLAYING! One more person in siege can make a whole lot of difference.

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